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Topics - Spellbound

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1
Variants and Fan Cards / Victory cards as Silvers
« on: July 24, 2015, 03:55:22 am »
[Some Appropriate Name]
$6
+2 Cards
+1 Buy
In this turn, you can play Victory cards from your hand as Silver.
Trash a Victory card or a Curse from your hand or trash this card.

The wording can be better but I have no idea about that.
It is always kind of a paradox against itself. If your deck is built around it, you will have a really good time buying stuffs then ended up trashing this card after Estates run out and have an absolutely horrible deck.

2
Variants and Fan Cards / Broker
« on: July 13, 2015, 02:10:50 pm »
Broker
$4 Action
+4 Card
Randomly discard a card from your hand.
Gain a copy of discarded card, if you discard a Victory card worths more than or equal to $5, gain a Duchy instead.

Tested a bit.
Can junk deck so hard that you regret buying it, but sometimes the draw it gives worth the junk.

3
Dominion General Discussion / Literal Q&A about Dominion
« on: July 12, 2015, 02:09:05 am »
I thought it would be fun and clarifying, so here it goes.

How to post here:
Answer the question from the lastest post.
Ask a question about theme or story behind cards in Dominion, anything. End the question with 'literally'.

Starting question:
How does a Chapel trash your cards, literally?

4
Variants and Fan Cards / A Saboteur variation
« on: May 12, 2015, 01:59:45 pm »
Kidnap [6] (Action-Attack)
+$2
Each other player reveals cards from the top of his deck until revealing one costing $3 or more.
Set aside that card. Return them to his deck at the end of the game.

No more rage on losing VPs from Province or Colony, actually having a VP card kidnapped is helpful.
It doesn't give substitute card, but most of the time I think it will just hit Silver... maybe OP if it hits something expensive, but that won't happen much though.
Feel free to discuss :)

Fixed

5
Dominion General Discussion / 'VP nerf' house rule
« on: March 14, 2015, 12:08:46 pm »
My friends and I have just played Dominion Big Box and it's quite delightful. However somehow we think that Colony ruins things up when someone try to pull off weird strategy (pretty much involves alt vp cards). While we think it is balanced the way it is, it is boring to see everyone goes full engine all the time and vp like Monument, Gardens or Vineyard are always ignored in such Kingdoms.

So finally we came up with a nerf idea:
-Province worths 5 vp
-Colony worths 7 vp

From our plays, this nerf make Duchy more viable, and Colony less desirable. It changes the game pretty much that Colony strategy isn't an auto win any more, but still effective when played right, it is just more risky to try setup your deck when it maybe better to just buy Provinces. We even have someone goes full Duchy early when everyone aim for Colony and did win. It was awesome.

Alt VP strategies are now as doable as straightforward ones, but not to the point that everyone goes full Gardens or Goons always.

Feel free to discuss your opinion :)

6
Variants and Fan Cards / Dominion: Legacy
« on: February 24, 2015, 11:58:50 pm »
Theme:
-Slow game
-Focus on Copper

Text approaching...

Servants [1] (Action)
+$1
+1 Card
Draw a number of cards equals to the number of empty Supply piles.

Furnace [3] (Action)
Trash a card from your hand, if you do, draw a card.
You may discard a card, if you do, trash 2 cards from your hand.

Plantation [3] (Action)
Reveal 2 cards on top of your deck and choose one; gain a card cost less the chosen card. Put the rest back in any order.

Altar Boy [3] (Action)
+1 Action
Reveal the 4 top cards of your deck. You may trash the revealed Curse cards. Put the other cards on top of your deck in any order.

Scourge [3] (Action-Attack)
+$2
Each other player gains a Curse card, if he does, you gain a copper per each.

Modern Village [4] (Action)
+2 Cards
+1 Buy
Reveal your hand, discard every Copper in your hand, then +1 Action per Copper discarded this way.

Extortion [4] (Action)
+$2
Trash this card. Put an Extortion token on a Supply pile. When a player gains a card from that pile, remove one Extortion token on its top and that player gain a Copper instead of that card.

Archway [4] (Action)
Discard any number of Victory or Curse cards; +1 Card and +$1 per each discarded card.

Investor [4] (Action)
+1 Card
+1 Action
Reveal 3 cards on top of your deck. Put a revealed Treasure card into your hand, discard the rest.

Cicerone [4] (Action)
Reveal a card on top of your deck then draw it, repeat until you draw a Victory card, or a Cicerone, or until you have 9 cards in your hand.
Then discard a Victory card, if you do not, trash this card.

Moneychanger [4] (Action-Attack)
You may trash 3 cards, if you do, gain a Gold and a Copper.
Each other player with at least 4 cards in his hand discards a card, then gain a Copper per $1 of its price.
Each other player may discard a Copper, if he does, he draws 1 card.

Taskmaster [5] (Action)
+2 Cards
+1 Action
Reveal your hand, then trash a card with the least cost.
When you trashed this, trash your hand.

Mill [5] (Action)
+3 Cards
When you discard this from play, you may set this card aside and only draw 3 cards (instead of 5) in this Clean-up phase, then put this card on top of your deck.

Warlock [5] (Action-Attack)
+2 Cards
Each other player gains a Copper.

Philantropist [5] (Action-Attack)
$2
Each other player discards a Victory card from his hand, if he does, he gains 2 Coppers; putting them on top of his deck (or reveals a hand with no Victory card).

Hallway [5] (Victory)
Worth 1 VP for every 5 Coppers in your deck (rounded down).

Repository [6] (Action-Victory)
3 VP
+$3
You may trash this card, then gain a Gold, putting it on top of your deck.

Feel free to comment your opinions :D

Edit1:Fix Warlock, Quarry (now Repository), Extortion and Archway
Edit2:Fix a lot
Edit3:Fix Extortion, putting in token concept
Edit4:Fix Cicerone, again
Edit5:Fix Taskmaster and Modern Village
Edit6:I give up on Fencer, please forget that it ever exist.

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